Chapter 1 - The Signal Show
The player on the roof must select the frequency at which a line of a different color will be displayed on the screen. There are only two buttons for this. Choose a wave on which there will be another line and tell the second player below how it looks and how much it needs to be changed. The player below will have four buttons. "Up" and "Down" are responsible for the height of the wave. And "Left" and "Right" for its width. With these buttons, he must build that wave, which the player on top of it is shown in a different color. Two players need to match only 4 waves. 3 will be musical, and the latter is just with a voice transmitting coordinates. After that, both players go to the room with the great map on the wall. Chapter 1 - The Map
You can see in front of the map two levers that are responsible for the coordinates. One lever per player. Holding the lever you make the slider, which is located in the lower left corner of the map, move. You need to extend this slider to the three places marked with a circle (you have not marked them yet). When the slider reaches one mark, it again moves to the beginning. If you mark an unnecessary place, you will hear a characteristic signal of failure and all marks will disappear. Chapter 1 - Snowmobil Its time to starting your vehicle! Both of you must reach number 6 at the maschine in the garage. Inside you have the following numbers
Outside on the leavers you can pull the following numbers
The player on the street should pull the lever with the number 7 on both tanks. And the player near the car pulls the lever with the number 8. Chapter 2 - The Wall
Go on the following steps to pass this puzzle
Both players take turns going up to the cave passages and find 2 levers. They must be simultaneously held to open the gate to the cave and go to the next chapter. Chapter 3 - Frozen Tracks You're trappend in a cave now! To escape, do the following steps with your friend.
Chapter 4 - Misty Valley Finally free, but the next puzzle is not far away. The only thing you see is a big abyss and the beginning of a bridge. In this puzzle, one of the players builds a bridge through the mechanism in the cave, and the other steps on it.
Star (center) -> Sun -> Moon -> Jupiter -> Stars -> Universe The player on the bridge goes on it successively stepping on each sign. The player must now mentally draw a line starting from the universe. Universe -> Stars -> Comet -> Eclipse -> Moon -> Sun The player starts from the Universe to go to the Stars and turns to the part of the bridge with the Comet. If the player in the cave correctly placed the characters, then the player on the bridge will not have difficulty passing the bridge to the end. Watch out, if you break the line by moving the symbol aside,the bridge will lower and the player will fall on it! Chapter 5 - Two Paths Each player start in different locations, each of which has the image of a chessboard. They are combined. On the left and right side of the wall you will find a note with combinations to solve the riddle Chapter 6 - Strange Encounters To go further, one of you needs to take a candle from the table and go down. There will be a riddle with electric wires. One player will have a round plate and settings marked with colored lines on the wall. The second player will have poles there that are wired. In the middle is a table with a lever that supplies electricity and capsules with the same colored lines as the second player.
Be care, this riddle is limited in time. The longer you decide, the lower the large ball in the pillar room falls. When it touches the water, the player in this room will die and the riddle will have to be started new. Chapter 7 - Overgrown First, for both rooms, look arround and collect 4 pieces of pipe. These are necessary to the installation because it will be necessary to transmit flames of a certain color. The task is to arrange the pipes so that there are no leaks in any of the rooms. It is also necessary to fill three tanks with green, orange and purple flames. While in one of the rooms there is a lever for supplying a red flame, and in the other two levers for yellow and blue.
Green To do this, pull the yellow and blue levers and arrange three slots in two rooms of the pipe. Slots can be rotated, and pipes can be changed among themselves. This will be needed in the future. Single lever room: ┣ ┛━ ________________ Orange We turn off the blue lever in one room, and turn on the red in the other room. After that, we change the pipes in the slots. Single lever room: ┓x ━ (x = no pipe) ________________ Purple Turn off the yellow lever and turn on the blue. We change the pipes. Single lever room: ┻ ┛━ Chapter 7 - The Fountain The player of the two-lever room must go to the empty fountain and go down the stairs to turn the valve, which will launch the puzzle. It is limited in time and should be prepared for it. If you activate the valve, water flows in and the stairs on the side turn. Tip: The player in the fountain
needs to gradually climb the stairs, which the second player will rotate in parts in his room through a special mechanism (First screen). As a result, we have the following arrangement on the mechanism:
It is in this sequence that they will need to be rotated. This is done by laying a line of gears from the center to the desired ladder. If this line touches the red gears, the line will not rotate the ladder. Listen to the second player, he will talk when it will be necessary to rotate the ladder, and when it will be necessary to stop. There are fixed tiers between tiers with symbols, they must be reached on the stairs of the marked tier. The last tier will need to be tightened before exiting the reservoir Chapter 7 - Poisons On the right of the room you stand in a old greenhouse. So its time to brew a few potions!
Here are the recipes from another player’s room:
You need to brew the following poisons to create one, deadly poison to defeat the carnivorous plant.
Chapter 8 - Hidden Answers In this chapter, you both find yourself in rooms that are similar to each other, but there are significant differences. The goal is to find 6 books hidden throughout the room. All these books have a big letter on the front, so you can find them maybe a litte bit easier. The order in which the books must be found does not matter! Book #1 At first, one player can find 4 objects in his room to collect. These 4 objects are:
You can not do anything with these objects except to place them seemingly randomly in the room. Book #2 One of you can collect paintings that depict strange animals. The second player must explain where they are located. The first player must place the collected pictures in the indicated places. One of the paintings does not contain an animal, but a man (the portrait differs from that in the other room). Put it in place to the left of the door. After completing the task, one picture on the stairs will open. There will be a book. Book #3 In addition to 6 "strange" animal paintings, there are also 3 paintings with floral ornaments. Each picture is divided into 4 squares, which the second player can rotate. Squares should be set so that the drawings in all three paintings coincide with the image of the same paintings in another room. After that, the picture to the left of the clock will open. There will be a book Book #4 In the middle of the rooms there is a candle holder. Only one player can light candles. The second player should tell what candles they have on. After that, the box with the book under the candle holder will open. Book #5 On the pedestal near the stairs there is a spherical purple device, it glows when the first player approaches certain crystals. There are 5 of it in the room and you need to light them all. If the first player approaches the crystal, and the second ball flashes quickly, it means that it must be activated. If you activate the wrong crystal, then all others will be canceled. After execution, a box with a book will open under the ball Book #6 The first player has divisions to the right of the clock, and the second has switches in the same place. They are responsible for the sound of the clock, the beat frequency and the sound of the cuckoo. The first player must explain this to the second player, and he must adjusts the parameters of his watch to the clock of the first player, and then clicks on the button below. After execution, a door with a book will open under the clock. Now you've collect all 6 Books. Go down in the corner to the left of the fireplace. You must set in your book now in the correct order. Remember the picture next to the entrance door. A player with a picture of a bearded man looking to the left should make up the word ESPIAN. Chapter 9 - The Soulstone Both players together must create a third stone. One player has a board with a table (screen below), on which you need to create a stone, and entries around which the components are shown and named. These abbreviations must be decrypted by the second player, since he has a book with decryptions. Also in the room of the second player there are components with
images. And three devices. Chapter 10 - The Betrayal (1) After receiving the alchemical stone, one of the players gets into the cage, and the second goes through a secret passage instead, which is divided into two corridors.
The released player will find a hall in which there are 4 of the same statues of knights infrront of colored curtains. In the middle of the hall there will be a button that will rotate all knights 90 degrees. In one corridor there is a knight whose lever is broken. His curtain is blue. The next knight at the window will be with a yellow curtain. And in the other corridor both levers work. The one closest to the window will be with a red and white curtain. The last knight of that corridor stands in front of a green curtain. To solve the puzzle you need to perform the following sequence of actions:
Chapter 10 - The Betrayal (2) After the previous knights, the next riddle will be around the OTHER four knights along the royal throne. One player is in the hall, and the second must approach the other knights from the other side through the iron doors. Each knight holds in his hand a certain weapon and shield with an image of an animal on his back. Weapons and shields must be arranged based on the tips that are written on the tablets. These plates are on each side. One player places weapons, and the second shields. The player who placed the weapons do the following Axe → Hammer→ Sword→ Mace The player behind the wall do the following with his shields. Again from left to right if you look straight to the wall. Dragon→ Deer→ Phoenix→ Bear After solving the riddle, a cutscene sets in, in which the player who placed the shields runs out through the throne to another player in the great hall. Now its time for the final decision! you can choose between
Notes How do you fuel the car in we were here together?The first player must go to the tank near the car, and the second to run to the other two tanks, which are outside the house (you opend that door with valve number 4). Both of you must reach number 6 at the maschine in the garage. The player on the street should pull the lever with the number 7 on both tanks.
How long does it take to finish we were here together?The third game – We Were Here Together – took my friend and I four hours to clear.
How many levels are in we were here together?There are a variety of puzzles to keep you going through all ten chapters.
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